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Heroes of the Domination v1.11

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Heroes of the Domination

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Map info:
Title: Heroes of the Domination (HotD)
Version: 1.11
Warcraft III version: 1.31.1
Genre: Domination & AoS
Size: 96x96
Number Of Players: 2-10
Support AI : No
Language: English
Protection: Yes

Description:
Heroes of the Domination is a game map for Warcraft III, where You control one hero and his small squad, which automatically repeats all the actions of the hero. The game is divided into two stages. The essence of the first stage is to capture the control points and hold them. The more points captured, the faster the power of your leader's army grows. In the second stage of the army face in battle, Your task is to help your leader in this battle. The army that won the battle gets one point and the stages are repeated. The game continues up to three points.

Peculiar properties:
  • Control only one hero, Your squad automatically repeats the orders of the hero.
  • There are no items in the game, instead your squad strengthens Your hero
  • The game is divided into stages

Developers:
Gyrofighter, Fghfghfgh








Release



  • Added the ninth Obelisk in the center of the map
  • New terrain and new positions of Obelisks
  • Now you need to make upgrade to get 2, 3 and 4 tier mercenaries.
  • Tier 2, 3 and 4 units was nerfed. (This was done to weaken the snowball effect)
  • Gold system after killing any units was added.
  • Some kind of "comeback" system, if you lose round, you will take gold and experience. It is depending of how many units left in army of winner.
  • If your hero on base near barracks his mercenaries will not shown.
  • New system of hero build, now it is depending of the mercenaries and upgrades.
  • New upgrades, abilities of mercenaries and guardians.
  • New system of quests and hints.
  • Now Recall may be cancelled by damage
  • The circles of power have been removed
  • Guardian tower now costs 300 gold.
  • Visible barrier before the start of the round.
  • New icon of "Leader Mastery" upgrade.
  • Guardians was improved.
  • New creeps near Obelisk.
  • Creeps on closest to bases Obelisks now don't have a "Curse" ability.
  • Death Knight (Undead) was nerfed.
  • Hero 'Warden" (Night Elf) was nerfed. (Warden could blink between Obelisks very quickly, i had to set a lot of way path blocks. Also her Ult was nerfed)
  • Paladin (Alliance) was improved. (New AOE heal, and othere spells was imroved)
  • Hero's physical size was reduced. (Melee heroes sometimes stuck on the enemy army)
  • Visibility of enemy Obelisks after domination time now works correctly.
  • Multiboard expands and collapses automatically.
  • Revenge after the death of the Jaina and Sylvanas of a more valuable.
  • More hints between modes.
  • Message already capturing Obelisk was changed.




Major changes:
  • Now each mercenary is a unique unit with its own unique ability
  • Changed the composition of mercenaries
  • Powerful runes was added to Obelisks
  • Changed the gameplay of the attack mode - now Jaina and Sylvanas fight separately to protect the troops of players and heal them
  • Added haste of the hero and his mercenaries after leaving the base and at the beginning of each stage of domination
  • The quality and quantity of available mercenaries is now divided into two different upgrades
  • The power of Guardians and Towers of the obelisks now depends on the round (not the upgrade)
  • Creeps on all obelisks are balanced, now the middle obelisks are available for capture at start

Hero changes:
  • AOE damage of all spells was reduced
  • Blood Mage was nerfed
  • Archmage was nerfed
  • Priestess of the Moon was nerfed
  • Far Seer was nerfed
  • Keeper of the Grove was nerfed
  • Mountain King was improved
  • Lich was improved
  • Crypt Lord was improved
  • Demon Hunter was improved

Minor changes:
  • To compensation after defeat now is added the cost of all lost mercenaries in attack mode
  • Now the hero of the leaved player remains for statistics
  • The mercenaries of the leaved player are converted to gold and divided into a team
  • Collision size of mercenaries was increased
  • The army of Jaina and Sylvanas now cannot attack units of the players
  • Health and damage of Jaina and Sylvanas, as well as their armies, now depend on the round, the obelisk points and the number of players
  • Guardians of the Obelisk are now costs 50 gold
  • Increased starting mana pool of heroes
  • The difference between tiers of the mercenaries was reduced
  • Many different minor changes and fixes





HammerFist132 - EliteAxe icon
Softmints - Loading Screen system
Blizzard games like WOW and HOTS - icons
Contents

Heroes of the Domination v1.11 (Map)

Reviews
ReviewHeroes of the Domination Key ConceptAoS - My favorite type of map. Lovely loading screen. I love what you implemented for the AoS genre in Warcraft 3. Is the first time that I see this type of gameplay. Somehow you managed to combine melee...
Daffa
A proper map description is in order before a proper review can be given. Please refer to Map Submission Rules
deepstrasz
Mention those from HotS and WoW and any from other sites if you can't mention the author. Thank you. Yeah. I wrote that before I realized that the AI bosses also appear and that the battle is in the middle from almost the start so players won't have...

Deleted member 247165

D

Deleted member 247165

Review
Heroes of the Domination
full

Key Concept
AoS - My favorite type of map. Lovely loading screen. I love what you implemented for the AoS genre in Warcraft 3. Is the first time that I see this type of gameplay. Somehow you managed to combine melee gameplay with AoS gameplay and gave birth to this. Really interesting and nice. Thumbs up for that! Some really required instructions should be posted in the Quests menu since it can become hard for newbies to understand it. I accidentally discovered that I have to attack an obelisk only once in order to capture it. Also, improve your description of the bundle! :pgrin:
full

Gameplay
I picked the Lich to test out the map. What I loved the most is that you can go whatever you want and a strong army is following you. Good thing that you made the Recall transport not only the hero but your army as well. The domination points feel like a new resources since it must be used to upgrade your troops. A bit sad that you did not put items in the game but I suppose you did not because the inventory slots are occupied the type of units you currently have as an army. :pcon:Friendly fire is active, you can attack an ally. You should remove this. The neutral creeps that guard the obelisk are not so powerful. I believe they should be more aggressive and more resistant. It feels too easy to take over an obelisk. I like the system of the obelisk after you dominate it, you can guard it up with stationary troops and a defensive tower.
full

Terrain & Aesthetics
The terrain is lovely. Really a good execution of the Sunken Ruins tilesets and doodads. You combined them nicely with doodads from other types of terrain. The layout of the map is nice. Thumbs up here! :plol::plol:
full

Wizardry
Mostly standard spells with some add-ons but the main gameplay is focused on the armies of each player.
full

Final Suggestions
:peek:Try putting a type of unit only in 1 inventory slot and show a number of how many you have, instead of occupying 3 slots for 3 units of the same type. This way you will be able to implement items. Create some custom spells, it won't affect the gameplay in a bad way, on the contrary, it will be better. Strengthen the guards of each obelisk. Add instructions in the Quest menu. Add a better detailed multiboard regarding number of kills, armies, type of units you currently possess.

As for now, this one should go in approval with a rate of 4/5. :D
 
Last edited by a moderator:
A proper map description is in order before a proper review can be given. Please refer to Map Submission Rules

Include thorough, detailed information on what the map is about, its features, and how to play it.
Recommended: Screenshots, videos, changelog, and organized formatting (BB Codes, Description Guide - Maps).
- Map category / type tags should be fitting, and not excessive in number
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
You must credit custom material used (author names) in the map. That includes icons, models, sounds whatever is not from the original game. Write a list in the map thread description.

Truly, a different, hybrid AoS. Too bad there are no items for the heroes at all.

Not sure the game has to be separated into phases. I guess everyone should be free to either conquer obelisks or attack the enemy base.
No information in the quest log. Some players might be confused.
I guess you could add more abilities for units, not just critical strike and bash for all.

How to control obelisks? OK, you have to right click on them and let the hero approach. It's not quite intuitive.
The Obelisk is healed by priests before it changes owner.
Not sure if it's balanced for Jaina or Sylvanas to get stronger than the other depending on who wins rounds. They should both scale since players from the losing side might not have any chance to come back.
I think there should be more than 6 rounds (2 x 3). It looks like heroes barely reach level 6. The host should choose the number of rounds.
You should try some custom spells. Recycling Warcraft III ones is unoriginal especially when changing their icons too. Spells | HIVE

Awaiting Update.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Last edited:
Level 2
Joined
Feb 19, 2019
Messages
6
Thank you so much for the reviews, it's glad to see that someone actually downloaded and played this map.

I want to say that I have been working on a new version for a long time, and it will be ready soon. Therefore, most of the problems will already be fixed in the new version, but still I would like to go through some points.

You must credit custom material used (author names) in the map. That includes icons, models, sounds whatever is not from the original game. Write a list in the map thread description.
In this map from imports by other authors is used only HD-screen, but the author asked not to refer his in credits. All other icons and pictures were manually converted from WOW or HOTS. The sounds are taken from the original Warcraft 3, there are no import models in this map.

Too bad there are no items for the heroes at all.
A bit sad that you did not put items in the game but I suppose you did not because the inventory slots are occupied the type of units you currently have as an army.
This is the key concept of the map. I deliberately refused items because I didn't want to make a stamped AOS. I understood that there will be indignation on this problem, but in each new version I try to offset somehow this lack. So in the new version will be implemented a different system of units and improvements that will have to somehow offset for the lack of items.

No information in the quest log. Some players might be confused.
How to control obelisks? OK, you have to right click on them and let the hero approach. It's not quite intuitive.
Some really required instructions should be posted in the Quests menu since it can become hard for newbies to understand it. I accidentally discovered that I have to attack an obelisk only once in order to capture it. Also, improve your description of the bundle!
The new version will be realized hint system and Quest Logs will be added.

Not sure the game has to be separated into phases. I guess everyone should be free to either conquer obelisks or attack the enemy base.
This is a very delicate matter. In early test versions there was no division between phases. All players could in one time join Attack Mode and Domination Mode by capture obelisks. But this approach was fated. If team commanded in Attack Mode, then they lost almost all their obelisks, so was not benefits to participate in Attack Mode. In end this was battle between Sylvanas and Jaina without participation players. In addition, the breaks between phases and the Attack Mode itself allow you to relax a little after the heavy mode of capturing the obelisk.

I guess you could add more abilities for units, not just critical strike and bash for all.
Just in the new version will be available new abilities.

The Obelisk is healed by priests before it changes owner.
This is not quite true, the obelisk after the capture heals your troops.

Not sure if it's balanced for Jaina or Sylvanas to get stronger than the other depending on who wins rounds. They should both scale since players from the losing side might not have any chance to come back.
The general meaning of the Domination Mode - the more and longer you captured the obelisks, the stronger your army and your leader will be in Attack Mode.

I think there should be more than 6 rounds (2 x 3). It looks like heroes barely reach level 6. The host should choose the number of rounds.
Initially, the game was developed as a fast game, designed for 15-20 minutes. In any case, the maximum number of rounds for the moment is 5, because the game goes to three wins in rounds. Perhaps in the future this issue will be resolved somehow, but for now it will remain as it is. But in the new version, the experience will be gained faster, so by the end of round 5, I think level 10 will be reached.

You should try some custom spells. Recycling Warcraft III ones is unoriginal especially when changing their icons too.
Another key concept is to be closer to the original Warcraft 3, so I try not to use imports like new abilities or models. I want to put together the good old solutions from Warcraft 3 and look at the game from a slightly different angle. In addition, I do not want to focus on new abilities, heroes and items. I wanted the players will better use of strategy and the combination of their mercenaries and upgrades. In the new version it will be more noticeable.

Friendly fire is active, you can attack an ally. You should remove this.
Already solved in the current version.

The neutral creeps that guard the obelisk are not so powerful.
In the new version there will be a system of strengthening of neutral creeps with each round, plus on some obelisks they will be much stronger.

Add a better detailed multiboard
Already solved in the current version.

Sorry that I often refer to the new version. But I hope it will be ready soon. Thanks again for your feedback!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
In this map from imports by other authors is used only HD-screen, but the author asked not to refer his in credits. All other icons and pictures were manually converted from WOW or HOTS. The sounds are taken from the original Warcraft 3, there are no import models in this map.
Mention those from HotS and WoW and any from other sites if you can't mention the author. Thank you.
In addition, the breaks between phases and the Attack Mode itself allow you to relax a little after the heavy mode of capturing the obelisk.
Yeah. I wrote that before I realized that the AI bosses also appear and that the battle is in the middle from almost the start so players won't have time to play with obelisks.
This is not quite true, the obelisk after the capture heals your troops.
Well, the priest did something for 0.5s before the Obelisk changed player. I did not record the playthrough. Just make sure the obelisks are mechanical and that healing spells don't work on mechanical units.


EDIT:
Changes made,
Approved.

(previous comemnts: Heroes of the Domination v1.0)
 
Last edited:
Level 2
Joined
Feb 19, 2019
Messages
6
New version is ready:
  • Added the ninth Obelisk in the center of the map
  • New terrain and new positions of Obelisks
  • Now you need to make upgrade to get 2, 3 and 4 tier mercenaries.
  • Tier 2, 3 and 4 units was nerfed. (This was done to weaken the snowball effect)
  • Gold system after killing any units was added.
  • Some kind of "comeback" system, if you lose round, you will take gold and experience. It is depending of how many units left in army of winner.
  • If your hero on base near barracks his mercenaries will not shown.
  • New system of hero build, now it is depending of the mercenaries and upgrades.
  • New upgrades, abilities of mercenaries and guardians.
  • New system of quests and hints.
  • Now Recall may be cancelled by damage
  • The circles of power have been removed
  • Guardian tower now costs 300 gold.
  • Visible barrier before the start of the round.
  • New icon of "Leader Mastery" upgrade.
  • Guardians was improved.
  • New creeps near Obelisk.
  • Creeps on closest to bases Obelisks now don't have a "Curse" ability.
  • Death Knight (Undead) was nerfed.
  • Hero 'Warden" (Night Elf) was nerfed. (Warden could blink between Obelisks very quickly, i had to set a lot of way path blocks. Also her Ult was nerfed)
  • Paladin (Alliance) was improved. (New AOE heal, and othere spells was imroved)
  • Hero's physical size was reduced. (Melee heroes sometimes stuck on the enemy army)
  • Visibility of enemy Obelisks after domination time now works correctly.
  • Multiboard expands and collapses automatically.
  • Revenge after the death of the Jaina and Sylvanas of a more valuable.
  • More hints between modes.
  • Message already capturing Obelisk was changed.
 
Level 2
Joined
Feb 19, 2019
Messages
6
New version is ready:



Major changes:
  • Now each mercenary is a unique unit with its own unique ability
  • Changed the composition of mercenaries
  • Powerful runes was added to Obelisks
  • Changed the gameplay of the attack mode - now Jaina and Sylvanas fight separately to protect the troops of players and heal them
  • Added haste of the hero and his mercenaries after leaving the base and at the beginning of each stage of domination
  • The quality and quantity of available mercenaries is now divided into two different upgrades
  • The power of Guardians and Towers of the obelisks now depends on the round (not the upgrade)
  • Creeps on all obelisks are balanced, now the middle obelisks are available for capture at start

Hero changes:
  • AOE damage of all spells was reduced
  • Blood Mage was nerfed
  • Archmage was nerfed
  • Priestess of the Moon was nerfed
  • Far Seer was nerfed
  • Keeper of the Grove was nerfed
  • Mountain King was improved
  • Lich was improved
  • Crypt Lord was improved
  • Demon Hunter was improved

Minor changes:
  • To compensation after defeat now is added the cost of all lost mercenaries in attack mode
  • Now the hero of the leaved player remains for statistics
  • The mercenaries of the leaved player are converted to gold and divided into a team
  • Collision size of mercenaries was increased
  • The army of Jaina and Sylvanas now cannot attack units of the players
  • Health and damage of Jaina and Sylvanas, as well as their armies, now depend on the round, the obelisk points and the number of players
  • Guardians of the Obelisk are now costs 50 gold
  • Increased starting mana pool of heroes
  • The difference between tiers of the mercenaries was reduced
  • Many different minor changes and fixes



 
Last edited:
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